Printable · GCSE Foundation · ages 14-16
Probability worksheet — GCSE Foundation
Fifteen questions across the probability statements at Foundation tier. Choose the non-calculator filter to rehearse Paper 1, which counts for a third of the marks.
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Answer key: Probability worksheet — GCSE Foundation
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- (c) 0.6 — Method: no two of these ways of travelling can happen on the same day, so they are mutually exclusive and the probability that one of them happens is the sum of their probabilities; they need not add to 1, because travelling by car is a fourth way. Working: 0.2 + 0.3 = 0.5, and 0.5 + 0.1 = 0.6, the decimal points lined up at each step. Answer: 0.6, which also shows that the probability of being taken by car is 0.4, since all four ways together must make 1. The distractors: 0.4 comes from carrying on past the question and giving the probability of the remaining way, by car; 0.5 comes from adding only the bus and the bike and leaving the smallest of the three probabilities out of the total; 0.006 comes from multiplying the three probabilities together instead of adding them.
- (a) 4/15 — Method: first find how many pupils travel only by car, then write that as a fraction of the 60 pupils surveyed. Working: pupils who walk or cycle or both = 32 + 24 − 12 = 44. Only by car = 60 − 44 = 16. P(only by car) = 16/60 = 4/15. Answer: 4/15. Watch out: writing down 1/5 takes the overlap of 12 pupils on its own, 12/60, mistaking the group who do both for the group who travel only by car. Writing down 4/5 comes from 60 − 12 = 48, subtracting only the overlap from the total instead of the whole walk-or-cycle count, so cyclists and walkers who are not in the overlap are wrongly swept into the only-car group. And writing down 7/15 comes from 60 − 32 = 28, subtracting the walkers alone and forgetting the cyclists altogether.
- (d) 1/12 — Method: list the full possibility space of sandwich-and-drink pairs, then divide the one matching pair by the size of the whole space. Working: there are 3 × 4 = 12 equally likely sandwich-and-drink pairs, and exactly one of them is egg and water. Answer: 1/12. Watch out: writing down 1/7 comes from adding the two counts, 3 + 4 = 7, instead of multiplying them to build the possibility space. Writing down 1/3 uses only the chance of choosing egg out of 3 sandwiches and ignores the drink altogether. And writing down 1/4 uses only the chance of choosing water out of 4 drinks and ignores the sandwich altogether.
- (d) 1/3 — List the outcomes for the two spinners systematically in a 3 × 3 grid: 1-1, 1-2, 1-3, 2-1, 2-2, 2-3, 3-1, 3-2, 3-3, where the first number is the score on spinner A and the second is the score on spinner B — 9 equally likely outcomes in total. The pairs where the two numbers are the same are 1-1, 2-2 and 3-3, so there are 3 favourable outcomes. P(same number) = 3/9 = 1/3. 2/3 comes from working out the probability that the two numbers are different and then forgetting to take the complement the right way round, so the probability of "different" is given instead of the probability of "same". 1/2 comes from listing only the 6 unordered pairs 1-1, 2-2, 3-3, 1-2, 1-3, 2-3 instead of all 9 ordered outcomes in the grid, then taking 3 out of that 6. 1/9 comes from spotting only one of the three matching pairs, such as 1-1, and missing 2-2 and 3-3.
- (d) 1/8 — The multiples of 3 from 1 to 8 are 3 and 6, so the probability of that event is 2/8, which simplifies to 1/4. The probability of the coin landing on heads is 1/2. Since the spin and the toss are independent, multiply the two probabilities: 1/4 × 1/2 = 1/8. A candidate who answers 1/4 has considered only the spinner and forgotten to combine it with the coin toss. A candidate who answers 1/2 has considered only the coin and forgotten the spinner condition entirely. A candidate who answers 1/16 has counted only one number, 6, as a multiple of 3 instead of two, giving 1/8 × 1/2.
- (b) 10 — The probability that the spinner lands on green is its angle out of the whole circle: 60° ÷ 360° = 1/6. Expected number of times on green = 1/6 × 60 = 10. Assuming the three colours are equally likely because there are three sectors, regardless of their different angles, gives 60 ÷ 3 = 20. Using red's angle of 180° instead of green's 60° gives a probability of 1/2, so 60 × 1/2 = 30. Treating green's angle, 60°, as a percentage instead of finding its fraction of 360° gives 60 × 0.60 = 36.
- (c) 2 — Set A, the multiples of 3, is {3, 6, 9}. Removing the numbers that are also in set B, the even numbers {2, 4, 6, 8, 10}, leaves {3, 9} — 2 numbers are in A but not B. Giving 3, the whole size of set A, forgets to remove the number 6, which is also even. Giving 7 counts every number in A or B combined, {2, 3, 4, 6, 8, 9, 10}, rather than only those in A but not B. Giving 4 counts the numbers in set B but not set A, {2, 4, 8, 10}, the wrong way round.
- (b) 0.49 — Adding all four pupils' flips gives 40 + 25 + 20 + 15 = 100 flips in total, and adding their heads gives 24 + 10 + 9 + 6 = 49 heads in total, so the combined estimate is 49/100 = 0.49. Writing 0.46 is wrong because it averages the four pupils' individual rates (0.60, 0.40, 0.45 and 0.40) as if they all came from the same number of flips, which they do not — this ignores that Sam and Priti flipped far more times than Leo and Fatima. Writing 0.60 is wrong because it only uses Sam's own result (24/40 = 0.60), ignoring the other three pupils. Writing 0.40 is wrong because it only combines Priti and Fatima's results (16/40 = 0.40), leaving out Sam and Leo entirely. The combined estimate from all four pupils is 0.49.
- (c) 28 — Reading only is 22 − 6 = 16, and gaming only is 18 − 6 = 12, so exactly one of the two is 16 + 12 = 28. Adding 22 and 18 without removing the 6 who like both, 22 + 18 = 40, counts those 6 students twice. Giving 6 mistakes the number who like both for the number who like exactly one. Finding 22 + 18 − 6 = 34 gives the number who like at least one of reading or gaming, but stops there instead of also removing the 6 who like both to leave only those who like exactly one.
- (b) 0.4 — The two events are independent, so multiply the two probabilities: 0.8 × 0.5 = 0.4. Choosing 1.3 comes from adding the two probabilities instead of multiplying, 0.8 + 0.5 = 1.3. Choosing 0.3 comes from subtracting the two probabilities, 0.8 − 0.5 = 0.3, instead of multiplying them. Choosing 0.1 comes from using the probability that Ben is NOT on time, 1 − 0.8 = 0.2, and multiplying that by Freya's probability instead, 0.2 × 0.5 = 0.1.
- (c) 3/7 — Method: every counter is equally likely to be taken, so write the number of red counters over the total number of counters in the bag. Working: the bag holds 3 + 2 + 2 = 7 counters, of which 3 are red. Answer: 3/7, a value between 0 and 1 and just below the middle of the scale. The distractors: 4/7 comes from giving the probability that the counter is not red, counting the 2 blue and 2 green instead; 2/7 comes from counting one of the other colours by mistake and giving 2 counters over the total; 3/4 comes from writing the 3 red counters over the 4 counters that are not red instead of over all 7 counters.
- (b) 1/12 — Method: the coin does not affect the dice, so the two events are independent and the probability that both happen is the product of their probabilities. Working: heads has probability 1/2 and a 6 on an ordinary dice has probability 1/6. Multiplying gives 1 on the top and 2 × 6 = 12 on the bottom. Answer: the probability is 1/12. The distractors: 2/3 comes from adding 1/2 and 1/6 instead of multiplying them; 1/6 comes from using the dice alone and ignoring the condition on the coin; 1/8 comes from counting the possible results as 6 + 2 = 8 and treating the winning result as one of those eight.
- (c) 26 — The number who play football or basketball is 27 + 21 − 9 = 39, subtracting the 9 who play both so they are not counted twice. The number who play neither is then 65 − 39 = 26. Giving 39 stops after finding the number who play football or basketball, without taking the complement within the 65 members. Subtracting all three given numbers from 65, 65 − 27 − 21 − 9 = 8, treats the 9 who play both as a separate group rather than a correction for double-counting. Adding 27 and 21 without removing the double-counted 9, then subtracting that total from 65, gives 65 − (27 + 21) = 17.
- (a) 0.09 — Method: two independent events that must both happen are combined by multiplying their probabilities. Working: the same probability 0.3 applies to each day, so the calculation is 0.3 × 0.3. Written as fractions this is 3/10 × 3/10 = 9/100. Answer: the probability is 0.09. The distractors: 0.6 comes from adding 0.3 and 0.3 instead of multiplying them; 0.3 comes from quoting the single-day probability, as though the second day added no further condition; 0.9 comes from multiplying 3 by 3 correctly but keeping only one decimal place in the product instead of two.
- (b) (48/52) × (47/51) — Method: for two deals one after the other with nothing put back, multiply the probability of the first by the probability of the second worked out from the cards that are left. Working: 52 − 4 = 48 cards are not aces, so the first card is not an ace with probability 48/52. One card has now gone and it was not an ace, so 51 cards remain and 47 of them are not aces, giving 47/51. Answer: the probability is (48/52) × (47/51). The distractors: (48/52) × (48/52) comes from leaving the pack at 52 cards for the second deal, which is only true if the first card is replaced; (4/52) × (3/51) comes from working out the probability that both cards ARE aces instead of neither; (4/52) × (4/51) comes from the same misreading with the ace count left at 4 while the total is reduced, adjusting only half of the second fraction.
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